//
// Copyright (c) 2014-2016, THUNDERBEAST GAMES LLC All rights reserved
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//

#include "ScriptSystem.h"
#include "ScriptComponent.h"
#include "ScriptComponentFile.h"

namespace Atomic
{

WeakPtr<Context> ScriptSystem::scriptContext_;

void RegisterScriptLibrary(Context* context);

ScriptSystem::ScriptSystem(Context* context) : Object(context)
{
    RegisterScriptLibrary(context);
    scriptContext_ = context;
}

ScriptSystem::~ScriptSystem()
{
    scriptContext_ = nullptr;
}

void RegisterScriptLibrary(Context* context)
{
    ScriptComponentFile::RegisterObject(context);
    ScriptComponent::RegisterObject(context);
}

}
